Hardware tessellation

BluffTitler uses DirectX 11 hardware tessellation. This makes low details visible. You can control the amount of tessellation with the FX Displacement detail (tessellation) property. A low value looks like this.

Multitexturing

The best results are achieved by combining displacementmapping with colourmapping. Without a colourmap, the landscape looks like this.

Standing in the landscape

Choose LAYER > Stand in landscape to make your layer stand in the landscape. The vertical position is now relative to the landscape surface.

Landscape layer properties

Position

The position of the landscape.

Size

The size of the landscape.

Colour

The colour of the landscape.

Specular colour

The specular colour of the landscape.

Specularity

The size of the specular highlights.

Transparency

The transparency of the landscape.

Texture repeat

The number of times the texture is repeated.

Depth bias

This property can be used to solve sorting problems. When the water and landscape layers are placed at the exact same position, you can force the transparent water to be rendered on top of the landscape by setting the Depth bias property of the landscape to 1.

Tripod size

A higher value makes the rotation of layers standing in the landscape (using the LAYER > Stand in landscape menu item) less sensitive to small details.